#nwn — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #nwn, aggregated by home.social.
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RE: https://dice.camp/@FRWiki/115706953858470041
Ho un vago ricordo delle mani dalle molte dita 🤔 #NWN ???
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Runterkommen mit "Secunda" aus "Skyrim": https://www.youtube.com/watch?v=iqkQRgGdAPo
oder
"Crystal Cave" aus "Neverwinter Nights 2 - Storm of Zehir": https://www.youtube.com/watch?v=LRkm8EIk23s -
Huge shoutout to @Arelith for their impressive dedication!
Should you be interested in Role Playing and playing Neverwinter Nights this toot is for you.
Can we show them some love? :boost_love:
#Shoutout #RolePlaying #Gaming #Videogames #NeverwinterNights #NWN #DungeonsAndDragons
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The Original Neverwinter Nights
I feel sometimes like the kid from The Sixth Sense. That reference probably dates me to an extent, it's from 1999 which feels like practically yesterday. It's pretty recent as my references go: I know who Kojak was, and remember M*A*S*H.I feel like that kid because when I look over the i
https://setsideb.com/the-original-neverwinter-nights/
#oldweb #retro #aol #dos #forgottenworld #goldbox #mmorpg #msdos #neverwinternights #nwn #oldweb #retro #ssi #tsr -
Hubs got a little emotional at the end of Dungeons and Dragons: Honour Among Thieves & I have questions. He's such a sap, but he's all mine. Personally I thought the movie was bad. I did feel the pudgy dragon was relatable. The references in the movie did motivate me to dig out my NeverWinter Nights disks. Forgot how fun it was to design shit in that game. I've got it for my Nintendo Switch but there's something charming about the original.
#NWN #DnD #cinemastodon #NeverWinterNights #Cleric -
The more I engage with game design, the more I notice some disastrous ideas that keep turning games with great potential into "great idea, poor gameplay" for decades.
Today's highlights include:
1. Potions and buffs, which are ways to reset and/or replace game state by consuming other resources, sometimes repeatedly. The #EvilIslands and #NWN suffer significantly from this issue. The primary reason I stopped participating in otherwise amazing story-focused modern #NWN community #EFU is this mechanic. Also having a life and a job. But mostly potions and buffs.
2. Dramatic progression, where end-game characters have quantifiably greater capabilities than early game ones. Scaling up both enemies and characters creates artificial barriers for creative gameplay. I appreciate #JaggedAlliance's progression, which features only a 15% difference in crucial stats between the end-game and the first day of your first mission.
Unfortunately, both issues have deeply infiltrated #TTRPG game design, including the most popular TTRPG, which shall remain unnamed.
Another abstract game design mistake is forcing players to make decisions without clearly explaining the rules.
This problem worsens in games with dramatic progression. Players must create "a build" to avoid irrelevance due to dramatic progression, relying on vague descriptions of decision outcomes. #Fallout suffers immensely from this issue.
This problem can also apply to narrative games. The reason I didn't enjoy #BrokenSword as much as anticipated and am close to dropping #BeneathTheSteelSky is that these games' premises break during play.
Broken Sword starts as noir detective with bombs, evolving into a wishy-washy modern fantasy with spells and rituals. "Steel Sky" starts as dystopian drama but devolves into cringe comedy. Sherlock Holmes games feature mysticism, and don't get me started on the TTRPG offenders: the likes of #DeltaGreen and other #Cthulhu-adjacent games. Imagine having omnipotent entities as villains, while mortals are trying to solve crimes... Spoiler: the killer is a Cthulhu.
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The more I engage with game design, the more I notice some disastrous ideas that keep turning games with great potential into "great idea, poor gameplay" for decades.
Today's highlights include:
1. Potions and buffs, which are ways to reset and/or replace game state by consuming other resources, sometimes repeatedly. The #EvilIslands and #NWN suffer significantly from this issue. The primary reason I stopped participating in otherwise amazing story-focused modern #NWN community #EFU is this mechanic. Also having a life and a job. But mostly potions and buffs.
2. Dramatic progression, where end-game characters have quantifiably greater capabilities than early game ones. Scaling up both enemies and characters creates artificial barriers for creative gameplay. I appreciate #JaggedAlliance's progression, which features only a 15% difference in crucial stats between the end-game and the first day of your first mission.
Unfortunately, both issues have deeply infiltrated #TTRPG game design, including the most popular TTRPG, which shall remain unnamed.
Another abstract game design mistake is forcing players to make decisions without clearly explaining the rules.
This problem worsens in games with dramatic progression. Players must create "a build" to avoid irrelevance due to dramatic progression, relying on vague descriptions of decision outcomes. #Fallout suffers immensely from this issue.
This problem can also apply to narrative games. The reason I didn't enjoy #BrokenSword as much as anticipated and am close to dropping #BeneathTheSteelSky is that these games' premises break during play.
Broken Sword starts as noir detective with bombs, evolving into a wishy-washy modern fantasy with spells and rituals. "Steel Sky" starts as dystopian drama but devolves into cringe comedy. Sherlock Holmes games feature mysticism, and don't get me started on the TTRPG offenders: the likes of #DeltaGreen and other #Cthulhu-adjacent games. Imagine having omnipotent entities as villains, while mortals are trying to solve crimes... Spoiler: the killer is a Cthulhu.
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The more I engage with game design, the more I notice some disastrous ideas that keep turning games with great potential into "great idea, poor gameplay" for decades.
Today's highlights include:
1. Potions and buffs, which are ways to reset and/or replace game state by consuming other resources, sometimes repeatedly. The #EvilIslands and #NWN suffer significantly from this issue. The primary reason I stopped participating in otherwise amazing story-focused modern #NWN community #EFU is this mechanic. Also having a life and a job. But mostly potions and buffs.
2. Dramatic progression, where end-game characters have quantifiably greater capabilities than early game ones. Scaling up both enemies and characters creates artificial barriers for creative gameplay. I appreciate #JaggedAlliance's progression, which features only a 15% difference in crucial stats between the end-game and the first day of your first mission.
Unfortunately, both issues have deeply infiltrated #TTRPG game design, including the most popular TTRPG, which shall remain unnamed.
Another abstract game design mistake is forcing players to make decisions without clearly explaining the rules.
This problem worsens in games with dramatic progression. Players must create "a build" to avoid irrelevance due to dramatic progression, relying on vague descriptions of decision outcomes. #Fallout suffers immensely from this issue.
This problem can also apply to narrative games. The reason I didn't enjoy #BrokenSword as much as anticipated and am close to dropping #BeneathTheSteelSky is that these games' premises break during play.
Broken Sword starts as noir detective with bombs, evolving into a wishy-washy modern fantasy with spells and rituals. "Steel Sky" starts as dystopian drama but devolves into cringe comedy. Sherlock Holmes games feature mysticism, and don't get me started on the TTRPG offenders: the likes of #DeltaGreen and other #Cthulhu-adjacent games. Imagine having omnipotent entities as villains, while mortals are trying to solve crimes... Spoiler: the killer is a Cthulhu.
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The more I engage with game design, the more I notice some disastrous ideas that keep turning games with great potential into "great idea, poor gameplay" for decades.
Today's highlights include:
1. Potions and buffs, which are ways to reset and/or replace game state by consuming other resources, sometimes repeatedly. The #EvilIslands and #NWN suffer significantly from this issue. The primary reason I stopped participating in otherwise amazing story-focused modern #NWN community #EFU is this mechanic. Also having a life and a job. But mostly potions and buffs.
2. Dramatic progression, where end-game characters have quantifiably greater capabilities than early game ones. Scaling up both enemies and characters creates artificial barriers for creative gameplay. I appreciate #JaggedAlliance's progression, which features only a 15% difference in crucial stats between the end-game and the first day of your first mission.
Unfortunately, both issues have deeply infiltrated #TTRPG game design, including the most popular TTRPG, which shall remain unnamed.
Another abstract game design mistake is forcing players to make decisions without clearly explaining the rules.
This problem worsens in games with dramatic progression. Players must create "a build" to avoid irrelevance due to dramatic progression, relying on vague descriptions of decision outcomes. #Fallout suffers immensely from this issue.
This problem can also apply to narrative games. The reason I didn't enjoy #BrokenSword as much as anticipated and am close to dropping #BeneathTheSteelSky is that these games' premises break during play.
Broken Sword starts as noir detective with bombs, evolving into a wishy-washy modern fantasy with spells and rituals. "Steel Sky" starts as dystopian drama but devolves into cringe comedy. Sherlock Holmes games feature mysticism, and don't get me started on the TTRPG offenders: the likes of #DeltaGreen and other #Cthulhu-adjacent games. Imagine having omnipotent entities as villains, while mortals are trying to solve crimes... Spoiler: the killer is a Cthulhu.
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Still not quite sure about #BaldursGate. There is this conpletionist side to me that makes me want to cling to a strategy guide to play the game "right" and get everything I can out of it.
#NeverwinterNights #NWN has a little more going for it in my opinion. So does #PlanescapeTorment. It was just weird enough to keep me interested. I don't have the same connection to the #ForgottenRealms setting.
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Neverwinter Nights: Enhanced Edition.
Released today by Beamdog with day 1 Linux support!
Return to the Forgotten Realms in this bestselling roleplaying game.
Combines all the content of Neverwinter Nights Diamond Edition with all-new enhanced features. Includes 100+ hours of award-winning adventures.
Plus now: the tools to create your own.
--> http://store.steampowered.com/app/704450/Neverwinter_Nights_Enhanced_Edition/
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#NWN #RPG #Beamdog #gaming #Linux #Steam #day1 #classic #fantasy #CRPG #multiplayer